When I first saw mention of Warlord Games new game, Cruel Seas, I was both intrigued and a little tempted. In Cruel Seas, you take on the role of a naval crew manning their fragile coastal craft as they head out day and night to take on both the sea and the enemy. Command your … Continue reading "On the Cruel Seas"
In case you haven't seen it, here is the trailer for the new Vigilus Defiant Campaign BookNow I did a bunch of freeze framing to try and decipher some of the content. Mostly looking for a new Primarch myself (I didn't see one) BUT there are some cool tidbits to be gleaned. It looks like every faction will be represented in the book. I didn't see ever one, but it was such a diverse cross section I think it is safe to assume everyone is included vice leaving one or two factions out.I'll post all the screen shots below, but here is some info gleaned. This is just focusing on the Forces section in the back of the book, not all the fluff at the beginning.New Stratagems and MissionsALOT of Ork StuffStompa MobsMultiple ClansMek ForcesSpeed FreeksGenestealer Cults- they had the only page where I thought I saw wargear and pointImperial FistsCrimson FistsSons of the Phoenix2 or 3 Other Primaris ChaptersDark AngelsUltramarines (Obviously)Necrons - and a mention of the War of Beasts?KnightsAstra MilitarumAdeptus Mechanic
After pulling out my copy of Colonial Adventures, printed now by Rebel Minis, but originally a Two Hour Wargames product, I believe they will be the rules of choice. While they call for twenty figure units, I think they will work fine with the fifteen figure units I am organizing. Having played some of the other Two Hours offerings, I like their reaction and reputation driven rules. Of course, rules are always open to change!As for bases, Litko used to be my go to company as they make high quality bases in a huge variety of shapes and sizes. But lately I have been looking for a more affordable alternative, and Warbases offers just that. I can still buy the sizes and thickness to match my Litko stash, but the pricing is noticeably less expensive, even with the shipping from overseas (they are a UK based company). So, I have ordered a slew of round bases, and some movement trays for both mob and formed units.
The revelation has unfurled as of yesterday revealing the very first Warhammer Underworlds restrictions and bans for cards within the game. In a game that will soon feature a card roster nearing a thousand in number, this was only inevitable. Pegged as “the ultimate competitive miniatures game”, Warhammer Underworlds continues to sweep into hobby circles across the scene. Blending card play tactics with skirmish miniature warfare, it continues to rope in hobbyists by the boatload. You may have missed it, but we’re still enjoying it since launch. These changes are interesting and exciting indeed, but how could these bans and restrictions impact you? Might they hinder or bolster your deck or warband? Let’s do a little digging… The bans and restrictions will work in different ways. Firstly, these limitations only apply at official organised play events. You are, of course, welcome to play these cards in friendly games and more ‘structured’ events with the discretion of
If you haven’t caught our review of Warhammer Question: Blackstone Fortress, you may wish to give it a read. The game offers a hefty and impressive number of gameplay mechanics and systems to keep the game fun and engaging. However, one of the issues of these more robust games is that sometimes you can all-too-easily forget some of the rules. In my first few games of Blackstone Fortress, this was certainly the case. Thankfully, I’m here to give you a head-start so that your first few games run as smoothly as your later sessions when you’re more accustomed to the game. In order to get the most of your sessions you want to adhere to each of the rules of Blackstone Fortress. This will provide you with the best experience as intended by the designers. Below are some of the rules I found myself slipping-up on which either made the game noticeably easier or irksomely difficult. With three booklets of rules to flick through, let us help you remember some of the ones that may be more likely to slip
This weeks club match was my first trial in anger of the new Middle Earth SBG rules from GW. Playing against Kevin with him supplying the forces as usual in the form of Theoden and his Riders pitted against the vile Lurtz and his gang of Uruh-Hai thugs. I of course chose to play Lurtz's force.Forces closeEarly shooting worked well for the Uruk-Hai and 2 or three Rohan unhorsed and three or more Royal Guard are shot in the first couple of rounds, the Uruk-Hai hero claiming a couple on his own.Lurtz gets pinned in the doorwayKev goes for the charge and a line develops across the field but this limits shooting so everyone pretty much piles in.Rohan charge in to the pike block and bounce while the Warg Riders counter charge the centreThe fight on the right begins to go Evils way with numbers tellingCavalry dual goes Evils way with the Rohan failing to get the killsTheoden rides tp buff up his forces on the Evil left flankThe mid game goes by with priority shifting and a couple of heroic charges declared and
This week I was mostly playing Rogue Stars.Several bods at t'club got together for a RS fest organised by Andy W and I joined in to give the rules a try as I'd not managed to attend previous gatherings.Six of us teamed up in pairs and rolled up random scenarios for a pre-set Crew as supplied by Andy with myself picking up an Inquisitor based Crew against Andy's Cultists which proved to be an interesting pair up. The scenario we rolled being the Rescue with one of my crew being the captive to be rescued.The game worked out to be a very evenly matched pair up with both sides giving each other a bloody nose. Initially things tended to go to the Cultists way while the Inquisition was a man down, but try as he might Andy failed to capitalise on the advantage by taking anyone out but repeatedly wounding the Servitor Cherub to the extreme and the Crusader ended the game with over 9 pins but only 1 wound but both refusing to get killed but the Inquisitor did go down mid game to an uncharacteristic good wound dice thr
Just a very quick note to let you know the West German Panzer Division list has been updated. The links at the top and side of the page have both been updated. Mostly simple changes and corrections based on feedback. Most dramatically Leopard 2 units are no longer veterans and are now a little cheaper points-wise.ThanksRichard
I have a couple of modest proposals to put forth for the Silver Tin-Cans of Daemon-Hate. Interesting possible changes, that probably won't happen. 1. PsychicThis is a place that has a lot of potential for GK. It's one of the areas they just should be better at, but the rules of 8th edition kinda forced them into just being bad smiters.A simple idea is that they just have more tables. Picking up SM's Liberius Table and dropping it into GK isn't to tall of a order.But a more interesting option is to expand how their current table works. Something similar to the Eldar Runes of Battle table, that cool dual power system GW came up with, that hasn't been replicated once. Sanctic Table (Modified):1. Purge Soul (As is, but enemy unit has -1 to cast until next friendly psychic phase) / Reinforce Soul (Ignore Morale, unit has +1 to deny until next friendly psychic phase)2. Gate of Infinity / Wall of Infinity (Cast on a friendly unit, when charged treated
So finally I'm able to publish the last Polish list - the 6th Pomeranian Airborne Brigade. This is another useful list if you want to game out the Battle for Denmark.So here is the listPolish Airborne Brigade BattlegroupStill had no real feedback on these lists - so if you're interested in the Poles and you've had a look at the lists, please point out any errors or areas where we've missed something out.As I said this will be the last list for the Poles - now we'll be moving to some French lists for a change.ThanksRichard
It might sound like a rather quirky term; hobby exhaustion. It almost sounds a little absurd, I’d go as far to say. However, when you break down some of the ways you can find yourself stepping back from your brushes and miniatures, the symptoms are all too real. Some may call it a “funk” or a “wall”, but I find those terms to be ambiguous and obtuse respectfully. What I’ve found it to be categorically is a metaphorical fatigue. If you have hobby deadlines or fancy yourself a completionist then you’ll probably end up stewing angrily in these states; I know I have. Don’t worry, it can be overcome. The best way to approach this issue is analytically and with a positive outlook. So, let’s get started. Let’s begin by first identifying what hobby exhaustion is and how it becomes manifest. Typically, if you struggle to motivate yourself to sit at your hobby station this can be a clear sign. However, the biggest red flag is where simply thinking about start
This small, largely neglected, force in 40k is really in an unfortunate spot. With Sisters of Battle on the Horizon in 2019, and Forge World not really doing much for them or 40k in general, they really can't and won't get any love in the future. They are stuck in this perpetual state of meh, and the current rules surrounding them make it even worse.If you don't know much about them, they have 3 Elites Choices. You can take them in a Vanguard Det of JUST SoS, but gain no command benefits (this includes CP). Combine that with a somewhat mediocre stat line AND the fact they are Index only, and you are left with virtually no reason to play them.And while it would be great to get prosecutors with the dual pistols and their sweet FW transport, there are really only 3 changes, NONE OF WHICH REQUIRE NEW MODELS, that GW would need to do, and could do OVERNIGHT with a simple update to the Index FAQCHANGE 1- Make Prosecutors Troops- Simple change. If Custodes have troops, they should to. They are just Bolter ladies. Bu
Last week myself and Dave K wound up the WaC machine and had another outing for our Berbers and Andalusian's for another trial game with a bit more knowledge behind us.We went for 2500 pts a piece to give a bit more scope for troops on the field even though this was probably a bit too large a game to be likely to complete on a club night.My line up was fairly similar to the previous game but the change was to ditch the skirmishers and add a small unit of mercenary knights plus a unit of Mercenary Spear. The Archers being added to the spear units to make up two large combined Spear/bow units, and the addition of a Captain. The General upgrade was ditched as well. Dave's line up was pretty much the same as before with the addition of more jinete types to fill out the points values but still went for the big unit of knights.We went for clear and boring table to simulate the plains of Spain (and more importantly, keep the rule's simpler so we could concentrate on the moving and combat).With a better understanding
I have a couple of modest proposals to put forth for the masters of fashion. Interesting possible changes, probably none of them will happen.1. Re-purpose some ModelsI've said this before and I'll say it again, they're left and right pistol arms in the Troupe kit. Ergo you could easily make a really cool gunslinger unit. Small elite unit 3-5, give them a rule that lets them shoot twice and/or lets them shoot into combat with a penalty or something. But otherwise done.Another option is to take a play from Custodes, just give a option for a HQ Skyweaver. Just play around with some stats, add character, done.Past that it gets tricky, you'd have to make new models or upgrade sprues. You could try and port things like DE Beasts, but that really isn't the kind of clowns GW has written Harlequins to be.2. Make a new kitMimes used to be a thing. They were a elite close-combat unit that could sneak around. While another CC unit isn't really needed in Quins, a infiltrating unit is. Give them a infiltrate rule and
This Episode the Allies of Inconvenience Crew goes over what they like and what they feel missed the mark on the Big FAQ and the implications of these changes, as well as some alternative fixes that we would have liked to see instead.WE ALSO HAVE NEW METHODS OF SUBSCRIBING AND LISTENING! You can now follow us on all the services linked below! Can't stop the signal Mal!Listen/Subscribe on iTunes Listen/Subscribe on SpotifyListen/Subscribe on Google PlayListen/Subscribe on Stitcher 00:00 Intro04:16 Hobby Progress26:30 NOVA Narrative Recap53:09 The Meta and What to ChangeSongs and SoundclipsBlue Mark- Atlan UrtagKaap mere- BugotakClip 1 - The Princess BrideClip 2 - Code Ment - I'm at Soup